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  1. Tempest

    What about Duels?

    I think it would have been better if you split saber stuff and gunner stuff into two separate posts and made them more clear (it's kind of a mosh pit of each one; quite hard to follow what the actual intentions are with all of this). Both the team overall and myself are wanting the saber system...
  2. Tempest

    V1.4.9 Update Released

    Be on the watch for dev diary post(s).
  3. Tempest

    EE-3 Crosshair Growth Inaccuracy

    That's because of the massive reduction in FP drains while holding block.
  4. Tempest

    EE-3 Crosshair Growth Inaccuracy

    Weapon Data Apparently I was mistaken. I was looking at a cvar and had forgotten it didn't match that. It is indeed 28.
  5. Tempest

    So lets talk about player retention in this mod...

    That's almost entirely because of how little damage you do until you have ACM (also because nothing timing-related can actually kill people quickly anymore like the interrupts of old). The way the sabering is currently designed really only works out in 1v1 situations.
  6. Tempest

    So lets talk about player retention in this mod...

    Currently, most of the damage you'll ever get (without including randomly hitting someone right as they let go of block, which is where the actual majority of baseline damage comes from) is after accruing probably +3-5 ACM (depends on what style you're using and which one you're hitting). The...
  7. Tempest

    EE-3 Crosshair Growth Inaccuracy

    EE3 does 30 base damage btw
  8. Tempest

    Poll: Flinch

    Grip and Lightning both have a high requirement of FP to be able to use them, as well as actual cost of activation. This is a good counterbalance (currently) when you can actually drain their FP (which you can't if they're just sitting and blocking in public patch). Instant grip was a thing in...
  9. Tempest

    Poll: Flinch

    Never again.
  10. Tempest

    Poll: Flinch

    I don't like flinch on either side of it (saberist or gunner). I think it's an okay idea at its core but all of the stuff needed to counter-balance it make things vastly worse (see damage reduction as the biggest offender, which can't be taken away while also keeping flinch because then it's...
  11. Tempest

    Disabling “crosshair lock-on”

    Update on this: found the code I had worked on a while back in a branch amidst the many we have sitting in our code repo. Should be able to get this re-tested and (hopefully) put out soon for everyone.
  12. Tempest

    Would enforcing paired duels work?

    How would this take away role play? It's an optional thing.
  13. Tempest

    Would enforcing paired duels work?

    I'm already working on actual paired duels but this is an interesting way of handling the situation if nothing else.
  14. Tempest

    Your 5 changes to sabering

    Flinch was a decent idea with the right intentions but the end result was bad. The main issue with saber v gunner has long been that the saber side could make a lot of mistakes while gunners could make a single one and be dead as a result. This is mostly an accumulation of a lot of small things...
  15. Tempest

    Your 5 changes to sabering

    I think the current PB system is an improvement in that it addressed a number of issues present with the saber just sitting there and removing all damage (plus facedown dueling and other minor things) but it also introduced a mirror of the problem (e.g. if you don't match this specific angle on...
  16. Tempest

    Your 5 changes to sabering

    I miss when sabering was straightforward and simple but still had lots of depth. The times where it wasn't mostly designed around 1v1 scenarios. The times when the only difference between styles was how hard they hit, how much damage they reduced when attacked, their animations, and the people...
  17. Tempest

    Jump Blocking revamp and Lightning deflection.

    Why should holding block magically negate all of the purpose/design of FB (i.e. to protect you while you're above a certain threshhold of FP)? It only does with with FB3 (if I'm remembering correctly from recent switching between FB3 and FB2) which is silly enough as an inconsistency, let alone...
  18. Tempest

    Noel's Dueling Guide [1.6 - parts outdated]

    FA's AP multiplier is basically an inherent damage boost that's applied before any other damage multipliers are taken into account (basically an increase to base damage). If you're talking about AP values, then that's the offensive rating number used in determining how much damage a style does...
  19. Tempest

    Force ''Push'' nerf / thoughts and questions.

    What 30 hidden mechanics? Not sure it would be necessary but I'll mark it down for consideration.
  20. Tempest

    Force ''Push'' nerf / thoughts and questions.

    A lot of my rework stuff is being looked at with the intent to make Force builds a non-troll spec by default. Increased FP pool and better regeneration (not baseline value changes exactly) are among a number of things that I have (more or less) nailed down amidst others to accomplish that.
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